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Author Topic: (Accepted) Mando Chaser  (Read 8057 times)

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Offline satexas69

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Re: Mando Chaser
« Reply #15 on: 16 Jun 2007, 01:48:11 »
Mando,

Thanks - that worked excellent. I didn't realize I needed the [ ] (in reading the comments at the top of your script, it didn't mention them, so I didn't think "array" and thus "brackets"].

Again, thanks for your help.

Any chance I can get you to do a quick "rip" on your "invoke.sqs" ripping out the camera following effects leaving just the fire (and maybe smoke) and laughing effects on the mando chasing vehicle? That would be cool as heck.

Your chaser is awesomely funny and unique, but missing something with your manical laughing and "flaming" effects". :)

Offline Mandoble

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Re: Mando Chaser
« Reply #16 on: 16 Jun 2007, 02:54:39 »
LOL, so what you really want is the devil chaser  :P
I'll try to have something tomorrow.

EDIT: Well Satexas, the devil thing is now waiting for you  :D
« Last Edit: 16 Jun 2007, 12:25:26 by Mandoble »

Offline satexas69

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Re: Mando Chaser
« Reply #17 on: 17 Jun 2007, 06:19:07 »
Mando,

You rock. :)

Possible error you may or may not have thought of...

When I run your demo (NC mode) and watch the tank kill.. when it's done, I invoke it again, and I get a zero divisior error. I understand "why", because stuff is dead or not longer in existance, and listed in the array of things to go hunt/kill.

But that leads to possible problems with a mission line mine, where I"ll put all 10 "playable" guys in the array on mine.. but if 10 humans aren't in all the slots, I would assume I'd constantly get the zero divisor error also...

Russ

Offline Mandoble

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Re: Mando Chaser
« Reply #18 on: 17 Jun 2007, 14:01:25 »
Thanks satexas. Both scripts updated to v1.1, hope the problem is gone now  ;)

Offline satexas69

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Re: Mando Chaser
« Reply #19 on: 18 Jun 2007, 03:09:56 »
Again, you rock  :D

I added these 2 lines at end of Invoke script because I prefer to delete the created vehicle after the "purple spirit" leaves.

Code: [Select]
Sleep 12;
deleteVehicle _unit;

You may want to add those into your master copies, as I think it makes sense to create it, have it wreck havoc, then remove it than leave a bunch of them around on a mission... but that's just my opinion.

Again, YOU ROCK  :D

Russ

Offline Mandoble

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Re: Mando Chaser
« Reply #20 on: 18 Jun 2007, 20:34:55 »
Well, you may do that in invoke.sqf, for example, if _type == "". Which would mean you are creating the unit instead of using an existing one. But if you are using units already present may be you will not want to deleted them after all the devil stuff is done  ;)

Offline satexas69

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Re: Mando Chaser
« Reply #21 on: 13 Jul 2007, 03:18:18 »
What we need now is to modify it for "Mando Chopper Chaser" and have some MH that flies at you and tries to land/smash into you like like a crashing meteor (spelling?)

Offline Mandoble

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Re: Mando Chaser
« Reply #22 on: 13 Jul 2007, 10:05:21 »
That already exist, it is called mando missile  :D, just use the MH as class for missile body  :P

Offline Taurus

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Re: Mando Chaser
« Reply #23 on: 14 Jul 2007, 13:45:38 »
Mandoble!
Mwuhahaahahaha!! :D

I almost fell of my chair here, you must be truly insane, or you have too much time or both!
Not that this is a bad thing ;)

The tank didn't manage to kill the ship, it just pushed it around in a big circle, I changed the ship to a humw instead so it drove on land, worked better.

Great work you've got there!
I'm clearly impressed!
 :clap:
« Last Edit: 14 Jul 2007, 13:58:12 by Taurus »

Offline sharkattack

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Re: Mando Chaser
« Reply #24 on: 10 Aug 2007, 17:35:43 »
"HOLY SARDINE" - see Shark-Attack meet his match